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GRW ScriptHook 0.11.0
Plugin API for Ghost Recon Wildlands
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Render node visible bits, applied on the game thread. More...
Functions | |
| SH_API int | ShSetVisible (uint64_t entity, uint64_t node, int visible, int persist) |
| node 0 means the whole entity. | |
| SH_API int | ShEntityNodeCount (uint64_t entity) |
| SH_API int | ShGetEntityNodes (uint64_t entity, uint64_t *out, int max) |
| Enumerate parts, so a caller can hide any subset. | |
| SH_API int | ShGetHeadNodes (uint64_t entity, uint64_t *out, int max) |
| The group appears the first time the player aims, so 0 is normal until then. | |
Render node visible bits, applied on the game thread.
| SH_API int ShSetVisible | ( | uint64_t | entity, |
| uint64_t | node, | ||
| int | visible, | ||
| int | persist ) |
node 0 means the whole entity.
persist rewrites the bit each frame until you show it again.
| SH_API int ShEntityNodeCount | ( | uint64_t | entity | ) |
| SH_API int ShGetEntityNodes | ( | uint64_t | entity, |
| uint64_t * | out, | ||
| int | max ) |
Enumerate parts, so a caller can hide any subset.
The head group is what the camera hides while aiming.
| SH_API int ShGetHeadNodes | ( | uint64_t | entity, |
| uint64_t * | out, | ||
| int | max ) |
The group appears the first time the player aims, so 0 is normal until then.
Retry on a timer.